Use Case Description: Streaming of Immersive 6DoF
Alice consumes a recorded highlight of a basketball match being seated close to the court by using an application on the 5G enabled HMD. For this, Alice wears an HMD together with a 6DoF manual controller. The HMD is connected to a 5G network but has no other tethered connection. The 6DoF controller allows to change the viewing position (i.e. the seat) and looking at the action from different angles. In addition, restricted local 6DoF movement of Alice at a location enables to locally interact with the scene based on HMD sensors. Even more the controller allows to rewind, slow mo and pause the scene. In the pause or slow-motion mode, the scene can be viewed from different angles using the controller and head motion. The scene is overlaid with information that helps Alice to navigate through the scene. Alice feels present in the scene.
In an extension to the use case, the game is consumed in a live mode.
Categorization
Type: VR
Degrees of Freedom: 3DoF+, 6DoF
Delivery: Streaming, Interactive, Split
Device: HMD with a controller
Preconditions
Application is installed that permits to consume the scene
The application uses existing HW capabilities on the device, including A/V decoders, rendering functionalities as well as sensors. Inside-out Tracking is available.
Media is captured properly and accessible on a server, preferably on a CDN.
Requirements and QoS/QoE Considerations
Required QoS:
Bitrates and Latencies that are sufficient to render the viewport within the immersive limits.
Some numbers are provided here: https://www.roadtovr.com/nextvr-latest-tech-is-bringing-new-levels-of-fidelity-to-vr-video/
in the best case scenario with 8 Mbps bandwidth, the company can now stream 20 pixels per degree. Keep in mind, that's also in stereo and at 60 FPS
plans to roll out this higher-res playback
If full 6DoF with presence needs to be enabled, up to 100 Mbit/s may be necessary.
However, with viewport adaptive streaming and/or split rendering architectures, the requirements on bitrates may be lower, but the latency requirements may increase. A more detailed study is necessary.
Required QoE:
Fast startup of the service,
fast reaction to manual controller information,
reaction to head and limited body movement within immersive limits,
seamless experiences when moving across positions
providing sufficient AV experience to enable presence. https://xinreality.com/wiki/Presence
highest image quality, stereoscopy
should also work in slow motion
Feasibility
Content generated in 6DoF
6DoF content is generated by companies such as NextVR ™:
https://www.roadtovr.com/nextvr-latest-tech-is-bringing-new-levels-of-fidelity-to-vr-video/
https://www.digitaltrends.com/home-theater/nextvr-nba-league-pass-writing-future-of-vr/
https://www.vrfocus.com/2019/02/nextvr-and-qualcomm-to-demo-5g-6dof-vr-streaming-at-mwc19/
"Fearless is designed to play on a 5G enabled handset powered by the Qualcomm Snapdragon 855 Mobile Platform and features six-degrees-of-freedom (6DoF) streaming."
https://www.benzinga.com/pressreleases/19/02/r13233697/nextvr-to-demonstrate-6dof-vr-streaming-over-5g-and-new-ar-portal-at-m
To create Fearless ™, NextVR™ used a state-of-the-art, proprietary camera that generates the 6DoF volume in ultra-high resolution.
This includes 6DoF captured audio and video
Selected Devices/XR Platforms supporting this:
Oculus Quest ™ is announced https://www.oculus.com/quest/
Vive Cosmos ™
https://uploadvr.com/vive-cosmos-everything-we-know/
Qualcomm ™ reference design:
https://www.vrandfun.com/the-qualcomm-snapdragon-855-will-be-able-to-deliver-up-to-8k-360-video-playback/
https://www.roadtovr.com/qualcomm-reference-headset-2x-pixels-vive-pro-ces-2018/
https://venturebeat.com/2019/02/25/qualcomms-5g-xr-viewers-will-stop-the-wave-of-mediocre-ar-headsets/
https://www.i4u.com/2019/02/130947/qualcomm-pushes-5g-connected-ar-and-vr-viewers
Potential challenges to make this happen within 3 years
Broadly available high-quality 6DoF and volumetric capturing systems. There are still not enough variety of volumetric content to get a feel for how it would handle more challenging scenes like those with closer and/or faster moving objects
Broad availability of HMDs and end devices supporting the playback
Availability of access bandwidth to stream such services
Potential Standardization Status and Needs
The following aspects may require standardization work:
Coded Representation of Audio/Video Formats as well as geometry data
Scene composition and description
Storage and Cloud Access Formats
Delivery Architectures to support 6DoF Streaming
Content Delivery and Streaming Protocols
Decoding, rendering and sensor APIs
Network conditions that fulfill the QoS and QoE Requirements
Use Case Description: Emotional Streaming
Bob is watching a horror movie using a 5G connected HMD. He is fascinated, but his body reaction, eye rolling, and other attributes are collected and are used to create a personalized story line. Movie effects are adjusted for personal preferences while reactions are collected when watching the movie. Bob's emotional reactions determine the story-line.
Alice is watching the same story on her newest 5G connected smart phone.
Categorization
Type: 2D interactive, VR and AR
Degrees of Freedom: 2D, 3DoF+, 6DoF
Delivery: Streaming, Interactive, Split
Device: Phone and HMD
Preconditions
Application is installed that permits to consume the story
The application uses existing HW capabilities on the device, including A/V decoders, rendering functionalities as well as sensors
The application uses AI functionalities to extract personalized reactions based on sensor tracking
Requirements and QoS/QoE Considerations
QoS:
Bitrates and Latencies that are sufficient to render the viewport within the immersive limits or at least to react to the emotions
QoE:
Sufficiently fast reaction to body emotion feedback,
for HMD, reaction to head movement within immersive limits,
providing sufficient AV experience to enable presence.
Streaming with seamless transitions from one scene to either of the choices
Feasibility
https://www.cnet.com/news/with-5g-you-wont-just-be-watching-video-itll-be-watching-you-too/
Interactive and branching content
Netflix's Bandersnatch ™ provides an example for content interactive streaming.
Also games use similar decision making trees. Examples are provided here:
http://skipabeatgame.com/
https://www.digitaltrends.com/cool-tech/bring-to-light-heart-rate-vr/
https://vrscout.com/news/vr-horror-game-tracks-heart-rate/
Device Features
Facial expression tracking with AI is available on mobile devices
Eye Tracking combined with AI is available on mobile devices
IoT/Wearable devices provide the ability to measure biometric metrics such as heart beat and other stress detecting factors (skin changes, etc.) and may be connected with app
Biometric and Emotion Tracking Technologies are summarized:
https://blog.therachat.io/emotion-tracking/
https://www.aplanforliving.com/6-wearables-to-track-your-emotions/
https://www.inc.com/magazine/201607/tom-foster/lightwave-monitor-customer-emotions.html
Potential Standardization Status and Needs
The following aspects may require standardization work:
Coded Representation of Audio/Video Formats
Seamless splicing and smooth transitions across storylines
Scene composition and description
Storage and Cloud Access Formats
Content Delivery Protocols
Decoding, rendering, sensor and emotion tracking APIs
Biometrics and Emotion Metadata definition and delivery
Use Case Description: Untethered Immersive Online Gaming
100 friends play Fortnite Battle Royal ™. Of the the 100 friends, several are on travel and connect on a stand-alone HMD. The HMD has a with 5G connection.
Fortnite Battle Royale ™ is a free-to-play battle royale video game. As a battle royale game, Fortnite Battle Royale features up to 100 players, alone, in duos, or in squads of up to four players, attempting to be the last player or group alive by killing other players or evading them, while staying within a constantly shrinking safe zone to prevent taking lethal damage from being outside it. Players start with no intrinsic advantages, and scavenge for weapons and armor to gain the upper hand on their opponents. The game features cross-platform play between the platforms that was limited for the first five seasons, before the restrictions were eased.
Other popular VR games are here:
https://veer.tv/blog/30-best-vr-games-for-playstation-vr-oculus-rift-htc-vive-in-2018/
https://uploadvr.com/best-psvr-games/
https://www.digitaltrends.com/gaming/best-psvr-games/
Population: One ™
https://www.ign.com/articles/2019/01/11/population-one-isnt-quite-fortnite-vr-but-its-pretty-convincing
http://www.populationonevr.com/
https://uploadvr.com/ces-population-one-preview/
https://vrgames.io/game/
Categorization
Type: VR
Degrees of Freedom: 6DoF
Delivery: Streaming, Interactive, Split
Device: HMD with a Gaming controller
Preconditions
Gaming client is installed that permits to consume the game
The application uses existing HW capabilities on the device, including game engines, rendering functionalities as well as sensors. Inside-out Tracking is available.
Connectivity to the network is provided.
Requirements and QoS/QoE Considerations
Collected Statistics:
https://www.zdnet.com/article/how-fortnite-approaches-analytics-cloud-to-analyze-petabytes-of-game-data/
Fortnite ™ processes 92 million events a minute and sees its data grow 2 petabytes a month
Akamai ™ said Fortnite set a game traffic record on its network July 12 with 37 terabytes
https://www.techadvisor.co.uk/feature/game/how-much-data-does-fortnite-use-3683618/per second delivered across its platform.
Techadvisor IDG © Copyright 2019 IDG UK. All Rights Reserved has checked our data usage, and according to the tool, the 15-minute session used 12.4MB of mobile data. That may sound like a lot, but it's the equivalent of streaming a one- or two-minute video on YouTube ™. It may vary slightly depending on a number of factors, but Techadvisor IDG © estimate that Fortnite uses between 10-15MB per 15 minutes of gameplay, or around 50-60MB per hour.
Required QoS:
https://broadbandnow.com/guides/best-internet-service-setup-serious-gamers
Any connection over 2 mbps with less than 75ms ping should work well for 99% of games.
the main factors affecting your gameplay are:
Efficiency of your network
Distance to other players in multiplayer games
QoS and network prioritization might not matter much for the average Internet user, but for gamers it can make a big difference in network lag.
Ping is king.
Different scenarios need to be looked at, for example where the rendering is happening.
Required QoE:
fast reaction to manual controller information,
reaction to head movement within immersive limits,
providing sufficient gaming rendering experience to enable presence.
https://xinreality.com/wiki/Presence
supporting frame rate not lower than 60 FPS and resolution not lower than 8K
The TR 22.842 provides some information as well, please refer to clause 5.3.1. Summary of some discussions:
Latency requirements for online games may be very tight. Examples
Current mainstream FPS (First Person Shooter) game requires 60 frames per second, which means frame interval is 16.67ms. If rendering is done in the cloud and taking out the delay for rendering and encoding/decoding processing, the network round trip time (RTT) delay should be less than 5ms.
MOBA (Multiplayer Online Battle Arena) game requires 20ms RTT.
Resolutions and frame rates need to be sufficiently high: higher than 60 FPS and 8K resolution
Packet loss rates should be low as game experiences degrade quickly
And some references from TR 22.842
O. Abari, D. Bharadia, A. Duffield, and D. Katabi, "Cutting the Cord in Virtual Reality," in Proceedings of the 15th ACM Workshop on Hot Topics in Networks. ACM, 2016, pp. 162-168.
E. Bastug, M. Bennis, M. M´dard, and M. Debbah, "Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers," IEEE Communications Magazine, vol. 55, no. 6, pp. 110-117, 2017.
Athul Prasad, Mikko A. Uusitalo, David Navrátil, and Mikko Säily, "Challenges for Enabling Virtual Reality Broadcast Using 5G Small Cell Network", IEEE Wireless Communications and Networking Conference Workshops, pp. 220-225, 2018.
Mohammed S. Elbamby, Cristina Perfecto, Mehdi Bennis, and Klaus Doppler, "Toward Low-Latency and Ultra-Reliable Virtual Reality", IEEE Network, March/April, 2018.
Orlosky, Jason & Kiyokawa, Kiyoshi & Takemura, Haruo, "Virtual and Augmented Reality on the 5G Highway", Journal of Information Processing, 25. 133-141. 10.2197/ipsjjip.25.133.
J. Huang, Z. Chen, D. Ceylan and H. Jin, "6-DOF VR videos with a single 360-camera", 2017 IEEE Virtual Reality (VR), Los Angeles, CA, 2017, pp. 37-44. doi: 10.1109/VR.2017.7892229.
Impact of Packet Losses on the Quality of Video Streaming, https://www.diva-portal.org/smash/get/diva2:831420/FULLTEXT01.pdf
New Study from GSMA and CAICT Forecasts That China Will Be the World's Largest 5G Market by 2025, https://www.webscalenetworking.com/news/2017/06/27/8571173.htm
Feasibility
Available Games
Fortnite ™ is available as a game and can be downloaded
Other VR games are also available or in beta:
Population: One ™
https://www.ign.com/articles/2019/01/11/population-one-isnt-quite-fortnite-vr-but-its-pretty-convincing
http://www.populationonevr.com/
https://uploadvr.com/ces-population-one-preview/
https://vrgames.io/game/
Selected Devices/XR Platforms supporting this:
Oculus Rift ™, Playstation VR ™, HTC Vive ™
These are tethered and connected devices
Specifications are here: https://www.digitaltrends.com/virtual-reality/oculus-rift-vs-htc-vive/
Oculus Go ™
Oculus Quest ™ is announced https://www.oculus.com/quest/
An important aspect is that the processing power of untethered devices is typically lower as all processing needs to be done on the device. The feasibility is likely improved by supporting the device with additional network processing.
Demos and Architectures are provided that show cloud and split rendering:
NVIDIA ™ Cloud Rendering: https://www.nvidia.com/object/gpu-cloud-rendering.html
Google ™ Cloud Rendering: https://www.zyncrender.com/
Split Rendering: https://www.qualcomm.com/news/onq/2018/09/18/boundless-xr-new-era-distributed-computing
Potential Challenges:
Getting end-to-end workflow in place
Operational costs
Potential Standardization Status and Needs
The following aspects may require standardization work:
Network conditions that fulfill the QoS and QoE Requirements
Content Delivery Protocols
Decoding, rendering and sensor APIs
Architectures for computing support in the network
TR 22.842 provides a gap analysis in clause 5.3.6 that is in line with these needs